Hud_race_start = {
handles = {},
}
Hud_race_start_sound = {
one = "SFX_DEMODERBY_1",
two = "SFX_DEMODERBY_2",
three = "SFX_DEMODERBY_3",
go = "SFX_DEMODERBY_GO",
}
AUDIO_COUNTDOWN_3_ID = 0
AUDIO_COUNTDOWN_2_ID = 0
AUDIO_COUNTDOWN_1_ID = 0
AUDIO_COUNTDOWN_GO_ID = 0
function hud_race_start_init()
debug_print("vint", "HUD_RACE_START init\n")
--elements
Hud_race_start.handles.n1_grp_h = vint_object_find("n1_grp")
Hud_race_start.handles.n2_grp_h = vint_object_find("n2_grp")
Hud_race_start.handles.n3_grp_h = vint_object_find("n3_grp")
Hud_race_start.handles.go_grp_h = vint_object_find("go_grp")
--anims
Hud_race_start.handles.n1_anim_h = vint_object_find("n1_anim")
Hud_race_start.handles.n2_anim_h = vint_object_find("n2_anim")
Hud_race_start.handles.n3_anim_h = vint_object_find("n3_anim")
Hud_race_start.handles.go_anim_h = vint_object_find("go_anim")
--pause em
vint_set_property(Hud_race_start.handles.n1_anim_h, "is_paused", true)
vint_set_property(Hud_race_start.handles.n2_anim_h, "is_paused", true)
vint_set_property(Hud_race_start.handles.n3_anim_h, "is_paused", true)
vint_set_property(Hud_race_start.handles.go_anim_h, "is_paused", true)
--initialize our audio ids
AUDIO_COUNTDOWN_3_ID = 0
AUDIO_COUNTDOWN_2_ID = 0
AUDIO_COUNTDOWN_1_ID = 0
AUDIO_COUNTDOWN_GO_ID = 0
local twn_h = 0
--twns
twn_h = vint_object_find("go_scale", Hud_race_start.handles.go_anim_h)
vint_set_property(twn_h, "end_event", "hud_race_start_invisible")
vint_set_property(twn_h, "start_event", "hud_race_start_sound_go");
twn_h = vint_object_find("3_anchor_twn_2", Hud_race_start.handles.n3_anim_h)
vint_set_property(twn_h, "start_event", "hud_race_start_sound_3");
twn_h = vint_object_find("2_anchor_twn_2", Hud_race_start.handles.n2_anim_h)
vint_set_property(twn_h, "start_event", "hud_race_start_sound_2");
twn_h = vint_object_find("1_anchor_twn_2", Hud_race_start.handles.n1_anim_h)
vint_set_property(twn_h, "start_event", "hud_race_start_sound_1");
Hud_race_start.handles.current_num = -1
AUDIO_COUNTDOWN_3_ID = audio_prepare("SFX_DEMODERBY_3")
end
function hud_race_start_1()
vint_set_property(Hud_race_start.handles.n1_grp_h, "visible", true)
lua_play_anim(Hud_race_start.handles.n1_anim_h, 0)
Hud_race_start.handles.current_num = 1
-- local twn_h = vint_object_find("1_anchor_twn_3", Hud_race_start.handles.n1_anim_h)
-- vint_set_property(twn_h, "end_event", "hud_race_start_go")
end
function hud_race_start_2()
vint_set_property(Hud_race_start.handles.n2_grp_h, "visible", true)
lua_play_anim(Hud_race_start.handles.n2_anim_h, 0)
Hud_race_start.handles.current_num = 2
-- local twn_h = vint_object_find("2_anchor_twn_3", Hud_race_start.handles.n2_anim_h)
-- vint_set_property(twn_h, "end_event", "hud_race_start_1")
end
function hud_race_start_3()
vint_set_property(Hud_race_start.handles.n3_grp_h, "visible", true)
lua_play_anim(Hud_race_start.handles.n3_anim_h, 0)
Hud_race_start.handles.current_num = 3
-- local twn_h = vint_object_find("3_anchor_twn_3", Hud_race_start.handles.n3_anim_h)
-- vint_set_property(twn_h, "end_event", "hud_race_start_2")
end
function hud_race_start_go()
vint_set_property(Hud_race_start.handles.go_grp_h, "visible", true)
lua_play_anim(Hud_race_start.handles.go_anim_h, 0)
Hud_race_start.handles.current_num = 0
end
function hud_race_start_invisible()
vint_set_property(Hud_race_start.handles.n1_grp_h, "visible", false)
vint_set_property(Hud_race_start.handles.n2_grp_h, "visible", false)
vint_set_property(Hud_race_start.handles.n3_grp_h, "visible", false)
vint_set_property(Hud_race_start.handles.go_grp_h, "visible", false)
end
function hud_race_start_visible()
vint_set_property(Hud_race_start.handles.n1_grp_h, "visible", true)
vint_set_property(Hud_race_start.handles.n2_grp_h, "visible", true)
vint_set_property(Hud_race_start.handles.n3_grp_h, "visible", true)
vint_set_property(Hud_race_start.handles.go_grp_h, "visible", true)
end
function hud_race_start_cleanup()
debug_print("vint", "HUD_RACE_START cleanup\n")
--make sure all of the audio stops
if AUDIO_COUNTDOWN_3_ID ~= 0 then
audio_fade_out(AUDIO_COUNTDOWN_3_ID, 0)
AUDIO_COUNTDOWN_3_ID = 0
end
if AUDIO_COUNTDOWN_2_ID ~= 0 then
audio_fade_out(AUDIO_COUNTDOWN_2_ID, 0)
AUDIO_COUNTDOWN_2_ID = 0
end
if AUDIO_COUNTDOWN_1_ID ~= 0 then
audio_fade_out(AUDIO_COUNTDOWN_1_ID, 0)
AUDIO_COUNTDOWN_1_ID = 0
end
if AUDIO_COUNTDOWN_GO_ID ~= 0 then
audio_fade_out(AUDIO_COUNTDOWN_GO_ID, 0)
AUDIO_COUNTDOWN_GO_ID = 0
end
--just in case, turn all invisible
vint_set_property(Hud_race_start.handles.n1_anim_h, "visible", false)
vint_set_property(Hud_race_start.handles.n2_anim_h, "visible", false)
vint_set_property(Hud_race_start.handles.n3_anim_h, "visible", false)
vint_set_property(Hud_race_start.handles.go_anim_h, "visible", false)
end
--my fake test function
function hud_race_start_fake()
hud_race_start_3()
end
function hud_race_start_sound_3()
if AUDIO_COUNTDOWN_2_ID == 0 then
AUDIO_COUNTDOWN_2_ID = audio_prepare("SFX_DEMODERBY_2")
end
audio_play_prepared(AUDIO_COUNTDOWN_3_ID)
AUDIO_COUNTDOWN_3_ID = 0
--audio_play(Hud_race_start_sound.three)
end
function hud_race_start_sound_2()
if AUDIO_COUNTDOWN_1_ID == 0 then
AUDIO_COUNTDOWN_1_ID = audio_prepare("SFX_DEMODERBY_1")
end
audio_play_prepared(AUDIO_COUNTDOWN_2_ID)
AUDIO_COUNTDOWN_2_ID = 0
--audio_play(Hud_race_start_sound.two)
end
function hud_race_start_sound_1()
if AUDIO_COUNTDOWN_GO_ID == 0 then
AUDIO_COUNTDOWN_GO_ID = audio_prepare("SFX_DEMODERBY_GO")
end
audio_play_prepared(AUDIO_COUNTDOWN_1_ID)
AUDIO_COUNTDOWN_1_ID = 0
--audio_play(Hud_race_start_sound.one)
end
function hud_race_start_sound_go()
audio_play_prepared(AUDIO_COUNTDOWN_GO_ID)
AUDIO_COUNTDOWN_GO_ID = 0
--audio_play(Hud_race_start_sound.go)
end
function hud_race_start_pause_all()
hud_race_start_invisible()
vint_set_property(Hud_race_start.handles.n1_anim_h, "is_paused", true)
vint_set_property(Hud_race_start.handles.n2_anim_h, "is_paused", true)
vint_set_property(Hud_race_start.handles.n3_anim_h, "is_paused", true)
vint_set_property(Hud_race_start.handles.go_anim_h, "is_paused", true)
end
function hud_race_start_unpause_all()
if Hud_race_start.handles.current_num == 0 then
vint_set_property(Hud_race_start.handles.go_grp_h, "visible", true)
vint_set_property(Hud_race_start.handles.go_anim_h, "is_paused", false)
elseif Hud_race_start.handles.current_num == 1 then
vint_set_property(Hud_race_start.handles.n1_grp_h, "visible", true)
vint_set_property(Hud_race_start.handles.n1_anim_h, "is_paused", false)
elseif Hud_race_start.handles.current_num == 2 then
vint_set_property(Hud_race_start.handles.n2_grp_h, "visible", true)
vint_set_property(Hud_race_start.handles.n2_anim_h, "is_paused", false)
elseif Hud_race_start.handles.current_num == 3 then
vint_set_property(Hud_race_start.handles.n3_grp_h, "visible", true)
vint_set_property(Hud_race_start.handles.n3_anim_h, "is_paused", false)
end
end